﻿using System;
using UnityEngine;
using System.Collections;
using System.Linq;
using GameCreator.Characters;
using GameCreator.Core;
using GameCreator.Core.Hooks;
using Gp.Scripts.Core;
using Gp.Scripts.Database;
using Mono.CSharp;
using PixelCrushers.DialogueSystem;
using PixelCrushers.DialogueSystem.SequencerCommands;

using UnityEditor;

namespace GP.Scripts.City
{

    /// <summary>
    /// 调整朝向的command
    /// 
    /// </summary>
    public class SequencerCommandExe : SequencerCommand
    { // Rename to SequencerCommand<YourCommand>
        private string _scriptName;
        
        public void Start() {
            _scriptName = GetParameter(0);
            SceneScriptArchitecture.Interface.SendEvent(new SceneScriptEvent(_scriptName));
        }

        public void Awake()
        {
            // Add your initialization code here. You can use the GetParameter***() and GetSubject()
            // functions to get information from the command's parameters. You can also use the
            // Sequencer property to access the SequencerCamera, CameraAngle, Speaker, Listener,
            // SubtitleEndTime, and other properties on the sequencer. If IsAudioMuted() is true, 
            // the player has muted audio.
            //
            // If your sequencer command only does something immediately and then finishes,
            // you can call Stop() here and remove the Update() method:
            //
            // Stop();
            //
            // If you want to use a coroutine, use a Start() method in place of or in addition to
            // this method.
        }

        public void Update()
        {
            // Add any update code here. When the command is done, call Stop().
            // If you've called stop above in Awake(), you can delete this method.
        }

        public void OnDestroy() 
        {
            
        }

    }

}


